ATTENTION: If you port a C2 mod to C:R and it turns out looking funny in C:R (i.e. texture issues or models misplacement) then please leave a reply with a link to the C2 version of the mod so Errol can take a look and fix whatever Flummery is doing to bork the mod for C:R. Cheers!
Note: Wheels being an incorrect size is not an issue with porting from flummery, flummery scales C:R wheels for a normal size car, so big shit like planes have teeny weeny wheels, this needs changing per vehicle.

More fucking about with Flummery, C2 stuffs and C:R, easy few clicks and your shit is in C:R. Anyone struggling and need a tutorial, here you go:

@CoffeyCup: you can delete the original driver but then the C:R driver won't show either..! Up there in the screenshots, the C:R driver is spawn at the coords as the original driver because the latter's actor is precisely named 'driver'. So you can either keep the original and just rename it to something else to prevent the C:R driver from appearing, or you replace the original driver by a node named 'driver' in Flummery (you can move it in Flummery to adjust).

coffeycup wrote:When I get some free time I'll have to try this out! Is it possible to delete the original C2 driver model in Flummery or should we maybe get rid of it in PT2 first so there's not two drivers??

For levels I'm gonna guess there's no opponent paths yet?

Next version of Flummery fixes the double driver issue and just keeps the C2 one.

No opponent paths yet but I'm pretty close to having those import automatically. Probably sometime in the next couple of versions